Nyambe Child of the Light

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O

n sunny days you can just barely see them — firefly sparks

darting around the cirrus clouds high above. Sometimes they

dive almost to the ground and swoop across a village. These are

the children of the light — beautiful, manta-like creatures

made of a glowing yellow light, with a wingspread of about

twenty-five feet. The few scholars who have examined children

of the light claim to have seen organs pumping and fluids

moving within the creatures’ bodies, but the sketches they have

made do not corroborate each other.

Children of the light do not breathe, eat, drink, or sleep. It

is believed they sustain themselves with sunlight and

magical energy. They are intelligent and capable of mind-to-

mind communication, and go through a strange life cycle that

few mortal beings have been able to discover. The children of the

light and the children of the dark are different life stages of a

single organism. A child of the light is created when several

children of the dark gather in one place, meld, and transform.

Several large, or many small, children of the dark must be

present to create a child of the light, and at least one of the

creatures involved in the transformation must be intelligent.

Children of the light reproduce by scattering spores in

isolated woodland areas. These spores infest other creatures to

create children of the dark; see their entry in the

Child of the Light (Template)

“Child of the light” is a tem-

plate that can be added to any child of

the dark with an Intelligence greater

than 4 (referred to hereafter as the “base

creature”). The base creature must go to
the site where the spores that made it
into a child of the dark originated.
The base creature knows
instinctively where this place
is. At least 600 pounds of
children of the dark must
be present for the transfor-
mation to occur. This mass
is absorbed into the new
child of the light, though the
new creature’s weight is only
about 50 pounds. The transfor-
mation takes about two hours. A
child of the light uses all the base crea-
ture’s statistics and special abilities except
as noted below. The creature’s type becomes
“outsider” if it is not already, and its size changes to
Huge.

Size: If the base creature’s size is less than Huge, the crea-

ture’s size increases to Huge. Creatures already of Huge size or big-
ger do not increase in size. The base creature’s statistics should be adjust-
ed for the increased size.

Hit Dice: Change to d8
Initiative: As base creature
Speed: Children of the light have a fly speed of 80 feet with perfect

maneuverability, unless the base creature has a higher fly speed.

AC: As base creature, adjusted for size.
Attacks: A child of the light is so diffuse that it cannot do damage

with physical attacks. It loses all attacks of the base creature.

Damage: The child of the light loses all attacks of the base creature.
Face/Reach: Change to 25 ft. x 10 ft./0 ft.
Special Attacks: The child of the light loses the base creature’s

Deadly Touch and Spore Attack. It gains the following.

Spell-like Abilities: Children of the

light can use the following spells as if

cast by a 10th-level sorcerer. The DC

to resist these abilities is 10 + the child’s

Charisma modifier + the spell level.

3/hour — searing light

At Will — flare

Special Qualities: The child of the

light loses the base creature’s Light

Sensitivity and Call of the Wild. It gains the

outsider type if it doesn’t already have it,

and it receives the following special qual-

ities.

Call of Beyond (Ex): After four

years of existence and every six

months afterwards, the child of the

light must make a Will save. Any

child that fails this save must jour-

ney to the edge of the atmosphere

and discorporate as described below.

The DC of the Will save is 14 for the first

check, and increases by 2 each year.

Create Spores (Ex): Once per year, usual-

ly in the spring, a child of the light may

deposit spores that create children of the

dark.

Damage Reduction (Su):

The child of the light ignores 20

hit points from most weapons and

natural attacks. A +1 weapon or

better negates the ability.

Spell-like Abilities: Children of the

light can use the following spells as if cast by a 10th-level sorcerer. The DC
to resist these abilities is 10 + the child’s Charisma modifier + the spell
level.

1/day — healing circle
At Will — daylight (self only)
Telepathy (Su): Children of the light can communicate telepathical-

ly with any creature within 100 feet that has a language.

316

04 Templates 4/29/03 3:37 PM Page 316

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Child of the Light (Template)

Templates section for more information. A few months later, the

children of the dark return to the place where the spores were

scattered and combine to become one or more children of the light.

Children of the light then live and reproduce for five to ten years

before undergoing a final transformation. Over a period of weeks,

the child wanders away from its pod. It flies higher and higher,

and one day, as it touches the very upper edge of the atmosphere,

it glows brightly, breaks apart, and disappears. Perhaps the air

pressure is too low to hold it together at that altitude, or perhaps

it has transcended its current existence yet again.

A

DVENTURE

S

EED

5 In the village of Owlsnest, visits from the children of the
light are a bad omen — especially since an outbreak of children

of the dark always seems to happen a few weeks later. A child of

the light swoops down over the village while the party is

visiting, and the PCs are hired to hunt down the mysterious

creature and make sure it never returns.

317

Saves: As base creature, adjusted for ability score modifications.
Abilities: Change from the base creature as follows: Str +0, Dex +0,

Con +0, Int +6, Wis +6, Cha +6

Skills: Children of the light lose the base creature’s +8 racial bonus

to Hide checks. Otherwise, as base creature, adjusted for ability score
modifiers.

Feats: As base creature
Climate/Terrain: Any land
Organization: Solitary, pair, or pod (10–25)
Challenge Rating: As base creature +1
Treasure: None
Alignment: Always neutral
Advancement: As base creature

Children of the Light as Characters

It’s hard to imagine a child of the light taking a sustained interest in

the doings of an adventuring party. The size and form of these creatures
also makes it difficult for them to participate in many of a party’s activi-
ties. However, experienced players may relish the challenge of portraying
a completely alien being. Children of the light make excellent sorcerers.

The base creature’s transformation into a child of the light cannot be

prevented except by restoring it to its original form. The transformation
can be delayed, however, by successful Will saves against the child of the
dark’s special quality Call of the Wild, or by preventing the conditions of
the transformation. Once transformed, a child of the light may only be
restored to its original form with a wish or miracle spell.

S

AMPLE

C

HILD OF THE

L

IGHT

5

th

-level Human Fighter Child of the Dark) Child of the Light

Huge Outsider

Hit Dice: 5d8+20 (42 hp)
Initiative: +4 (Improved Initiative)
Speed: Fly 80 ft. (perfect)
AC: 10 (+2 natural, –2 size)
Attacks: Searing light +3 ranged
Damage: Searing light (special)

Face/Reach: 25 ft. x 10 ft./0 ft.
Special Attacks: Spell-like Abilities
Special Qualities: Call of Beyond, Create Spores, Damage Reduction

20/+1, Darkvision 60 ft., Spell-like Abilities, Telepathy

Saves: Fort +9, Ref +2, Will +5
Abilities: Str 22, Dex 11, Con 18, Int 12, Wis 16, Cha 14
Skills: Climb +10, Jump +10, Ride +4, Move Silently +8, Swim +10
Feats: Exotic Weapon (bastard sword), Improved Initiative, Power

Attack, Weapon Focus (bastard sword), Weapon Specialization (bas-
tard sword)

Climate/Terrain: Any land
Organization: Solitary, pair, or pod (10–25)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: By character class (any)

Call of Beyond (Ex): After four years of existence and every six

months afterwards, the child of the light must make a Will save. If the
child fails this save it must journey to the edge of the atmosphere and dis-
corporate as described above. The DC of the Will save is 14 for the first
check, and increases by 2 each year.

Create Spores (Ex): Once per year, usually in the spring, a child of

the light may deposit spores that create children of the dark.

Damage Reduction (Su): The child of the light ignores 20 hit

points from most weapons and natural attacks. A +1 weapon or better
negates the ability.

Outsider: Outsiders have Darkvision with a range of 60 feet.

Children of the light are not proficient with weapons. A slain outsider
cannot be raised or resurrected, although a wish or miracle spell can
restore it to life.

Spell-Like Abilities: Children of the light can use the following

spells as if cast by a 10th-level sorcerer. The DC to resist these abilities is
12 + the spell level.

1/day — healing circle
3/hour — searing light
At Will — daylight (self only), flare
Telepathy (Su): Children of the light can communicate telepathi-

cally with any creature within 100 feet that has a language.

04 Templates 4/29/03 3:37 PM Page 317


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